System and method for use in a multi-team game

ABSTRACT

A method and system associated with playing a multi-team based game. In one embodiment, the multi-team game comprises multiple teams of players competing for the high score among a series of episodes each having a content release and associated responses. In one embodiment, team scoring is based on correct and incorrect responses, and a temporal factor, and player scoring is based on the player&#39;s team scoring and team roster.

TECHNICAL FIELD

The present disclosure relates generally to a method and systemassociated with playing a multi-team game.

BACKGROUND

Current multi-team games typically engage players in a game using onlineand/or real-world experiences. Often, these multi-team games releasecontent such as clues in forms such as puzzles hoping to encourageplayers and teams to consume and react to the released content such asby solving clues and submitting responses. However, there lacks a systemand method for scoring each player individually, in some instances, onlyrevealing the correct response at the end of a time period, and/orallowing different team formations and re-formations throughout the gameso as to encourage complex player strategies and continuing player'sengagement and participation. Further, there lacks a system and methodfor creating affinity towards an online entity associated with such amulti-team based game.

SUMMARY

The present disclosure addresses these failings. In one embodiment, thepresent disclosure relates a method and system associated with playing amulti-team based. The embodiments herein can be implemented in a varietyof ways, by way of non-limiting example, as a plug-in or extension toany type of existing clue based game, or as a new self-contained game.

The present disclosure relates to a method and system associated withplaying a multi-team based game.

In one embodiment a method of playing a multi-team game is disclosed. Inone embodiment, the method comprises receiving data representing a teamformation action indicating a desire for a player to join a team in amulti-team game, each team comprising at least one player and having ateam roster, the multi-team game comprising one or more episodes endingin a final episode, each episode comprising one or more episode contentreleases and associated team responses; for each episode except thefinal episode, performing the steps of: publishing an episode contentrelease to each player of the multi-team game, the episode contentrelease being associated with a correct episode response, the correctepisode response being associated with an episode time period forreceiving the correct episode response, wherein if the correct episoderesponse is to be published, the correct episode response is notpublished prior to the end of the episode time period, receiving anepisode team response during the episode time period; scoring, at theend of the episode time period, each player of each team, the episodeplayer score being based in part upon an episode team score and theepisode team roster, the episode team score based in part upon whetherthe episode team response is correct or incorrect, and a temporalfactor; and receiving, during a second time period, data representing asubsequent team formation action during which players may effect changesto team rosters so as to change a player's team association, but whereineach player's score remains individual to that player throughout theduration of the game regardless of any change in team association duringthe game; and for the final episode, or if the game comprises only asingle episode, performing only the steps of, publishing content,receiving team responses, and scoring players, wherein the scoring ofplayers that occurs after the final episode yields a final player scorecomprising all episode players scores for the game.

In one embodiment, during the episode time period, a player submitting asubmitted episode team response does not know if the submitted episodeteam response matches the correct episode response.

In one embodiment, the episode content release comprises a clue.

In one embodiment, the episode content release comprises a puzzle.

In one embodiment, the episode team response comprises an answer.

In one embodiment, the episode team response comprises a solution.

In one embodiment, the episode content release is related to anotherepisode content release of the game, wherein the other episode contentrelease cannot be answered without knowing the episode correct teamresponse.

In one embodiment, the step of publishing the episode content releasecomprises displaying the first clue in a web page.

In one embodiment, the step of publishing the episode content releasecomprises emailing the first clue.

In one embodiment, the step of publishing the episode content releasecomprises sending out the first clue via an instant messenger program.

In one embodiment, the step of publishing the episode content releasecomprises sending out the first clue via really simple syndication.

In one embodiment, the step of publishing the episode content releasecomprises displaying the first clue via a broadcast medium.

In one embodiment, the step of publishing the episode content releasecomprises sending out the first clue via text messaging.

In one embodiment, the step of publishing the episode content releasecomprises sending out the first clue via a telephonic message.

In one embodiment, the step of publishing the episode content releasecomprises sending out the first clue via a physical medium.

In one embodiment, the episode time period begins when the episodecontent is released.

In one embodiment, the end of the episode time period is the last timewhen a team response can be submitted.

In one embodiment, either one or both of the episodes time period andthe second time period are constant among each of the episodes.

In one embodiment, either one or both of the episodes time period andthe second time period are variable among each of the episodes.

In one embodiment, either one or both of the episodes time period andthe second time period are based upon an occurrence of an event.

In one embodiment, the temporal factor comprises a time period, and astime passes within the time period, a number of points awarded for acorrect team response decreases.

In one embodiment, the episode team score is calculated by assigning ahigher number of points to a submitted correct episode team response ifthe submitted correct episode team response occurs early in a series ofsubmitted episode team responses, and a lower number of points if thesubmitted correct episode team response occurs later in a series ofsubmitted episode team responses, so as to award the highest number ofpoints to the first correct submitted episode team response in theseries.

In one embodiment, the episode team score is calculated by deducting anumber of points from the episode team score for a submitted incorrectepisode team response.

In one embodiment, the episode team score is calculated by assigning afirst number of points to the episode team score for a submitted correctepisode team response and deducting a second number of points from theepisode team score for a submitted incorrect episode team response.

In one embodiment, the episode team score is calculated by assigning afirst number of points to the episode team score for a submitted correctepisode team response and not deducting points from the episode teamscore for a submitted incorrect episode team response.

In one embodiment, the episode team roster comprises a number of playersassociated with each team.

The In one embodiment, the temporal factor comprises when, during theepisode time period, the episode team response was submitted.

In one embodiment, the temporal factor comprises a determination ofwhere within an order of episode team responses, during the episode timeperiod, a specific team's episode team response falls.

In one embodiment, the player score being based in part on the teamroster comprises dividing the episode team score by a number of playerson the team's roster.

In one embodiment, the subsequent team formation action comprises aplayer joining another team.

In one embodiment, the subsequent team formation action comprises aplayer forming a new team.

In one embodiment, the subsequent team formation action comprises aplayer leaving the game.

In one embodiment, the episode time period overlaps a beginning of theteam formation time period.

In one embodiment, the episode time period encompasses the teamformation time period.

In one embodiment, the team formation time period begins after theepisode time period ends.

In one embodiment, only one designated player on each team can submit anepisode team response on behalf of each team.

In one embodiment, any player on each team can submit can an episodeteam response on behalf of each team.

In one embodiment, the method further comprises disbanding all teams atthe beginning of the final episode so that each player is competingindividually for the highest individual player score aggregated among ofall the episodes.

In one embodiment, a player with the highest aggregated individualplayer score at the end of the final episode is a winner of themulti-team game.

In one embodiment, players with the highest aggregated individual playerscore at the end of the final episode enter a selection process fordetermining the winner.

In one embodiment, a system for playing a multi-team game is disclosed.In one embodiment, the method comprises a server operated by an onlineentity and associated with the online entity, the server comprising codeoperable upon execution to: receive data representing a team formationaction indicating a desire for a player to join a team in a multi-teamgame, each team comprising at least one player and having a team roster,the multi-team game comprising one or more episodes ending in a finalepisode, each episode comprising one or more episode content releasesand associated team responses; for each episode except the finalepisode, performing the steps of: publishing an episode content releaseto each player of the multi-team game, the episode content release beingassociated with a correct episode response, the correct episode responsebeing associated with an episode time period for receiving the correctepisode response, wherein if the correct episode response is to bepublished, the correct episode response is not published prior to theend of the episode time period, receiving an episode team responseduring the episode time period; scoring, at the end of the episode timeperiod, each player of each team, the episode player score being basedin part upon an episode team score and the episode team roster, theepisode team score based in part upon whether the episode team responseis correct or incorrect, and a temporal factor; and receiving, during asecond time period, data representing a subsequent team formation actionduring which players may effect changes to team rosters so as to changea player's team association, but wherein each player's score remainsindividual to that player throughout the duration of the game regardlessof any change in team association during the game; and for the finalepisode, or if the game comprises only a single episode, performing onlythe steps of, publishing content, receiving team responses, and scoringplayers, wherein the scoring of players that occurs after the finalepisode yields a final player score comprising all episode playersscores for the game.

BRIEF DESCRIPTION OF THE DRAWINGS

The following drawing figures, which form a part of this application,are illustrative of embodiments of the present disclosure and are notmeant to limit the scope of the disclosure in any manner, which scopeshall be based on the claims appended hereto.

FIG. 1 is an exemplary system architecture according to an embodiment ofthe present disclosure;

FIG. 2 is an exemplary figure illustrating a format of a multi-team gameaccording to an embodiment of the present disclosure;

FIG. 3 is an exemplary line graph illustrating point scoring methods forincorrect team responses according to embodiments of the presentdisclosure;

FIG. 4 is an exemplary line graph illustrating point scoring methods forcorrect team responses according to embodiments of the presentdisclosure; and

FIG. 5 illustrates an exemplary episode timeline of a multi-team gameaccording to an embodiment of the present disclosure.

DETAILED DESCRIPTION OF EMBODIMENTS

In general, the present disclosure includes a method and systemassociated with playing a multi-team based game. Certain embodiments ofthe present disclosure will now be discussed with reference to theaforementioned figures, wherein like reference numerals refer to likecomponents.

In one embodiment a method of playing a multi-team game is disclosed.FIG. 2 depicts an exemplary embodiment of a format 200 for a multi-teamgame. As can be seen in FIG. 2, a multi-team game 205 comprises severalepisodes 210, 235 ending in a final episode 260. Each episode 210, 235,260 contains at least one correct response associated with each contentrelease 215, 240, 265. For example, an episode can have several contentreleases, each content release having an associated correct response. Inanother example, an episode can have several content releases, howeversome of the content releases 215, 240, 265 may be chained or nestedmeaning that once player consumes and reacts to a content release,another content release is revealed, and so on until consuming andreacting to the content releases leads to a correct response.

Further, in one embodiment, each team (1-n) can submit team response(1-n) 220, 225, 230, 245, 250, 255, 270, 275, 280 to the contentrelease.

As used herein, the term “content release” can mean a clue, puzzle, orany type of content that elicits an answer, solution, or any kind ofresponse from player(s) on teams. Further, the term “content release”can comprise an “episode content release” which is defined as one ormore content releases within or part of a discrete episode. Thus, in thepresent disclosure, use of the term “content release” can also refer toan “episode content release.” In turn, the term “response” or “episoderesponse” as used herein can mean any response to a content release.Similarly, in the present disclosure, use of the term “response” alsorefers to an “episode response.” Further, the term “team response”refers to a response submitted by a player in behalf of a team.

Many different content release types are known and are contemplated inthe present disclosure. In one embodiment, a content release or anepisode content release may be completely online, within the physicalworld, or a combination thereof. In one embodiment, a content release oran episode content release type may comprise distributed clues which areclues distributed in multiple parts and which may distributed acrossdifferent physical or online mediums. For example, jigsaw pieces, orsegments of a media clip whether audio, video, and/or podcast. In oneembodiment, content release types comprise degraded clues such as anoisy or distorted photo, audio, or video. In one embodiment, a contentrelease or an episode content release type comprises redacted clues suchas text with blackout words, audio with bleeps, video with dropouts, orany type of content with missing portions. In one embodiment, contentrelease types comprise embedded clues which are clues subtly placed inweb pages or media that don't impinge upon the overall original content.For example, assembling letters in a different font or color to spell aphrase.

In one embodiment, some teams may receive different content releases. Inanother embodiment, some teams may receive a content release which is adeliberate red herring. Both of these embodiments give a randomness orperceived “luck” feel to the game.

In one embodiment, content release types also comprise laddered clueswhich lead to another clue until a final clue with a final correctresponse is reached. In one embodiment, content release types cancomprise different clues that are sent to different random subsets ofteams of the multi-team game so as to add an element of luck andencourage collaboration. In one embodiment, content release types cancomprise ephemeral clues which appear and disappear within a shortperiod of time. In one embodiment, content release types can alsocomprise reward clues which require players to succeed at a task such asquiz. In another embodiment, reward clues can comprise clues whichrequire players to succeed at a task before the content release can bedispensed. In another embodiment, content release types can comprisereal-world event based clues which are clues that are found at aparticular time and associated with a particular event.

Content releases may comprise many different modes such as text,graphics, drawings, photos, maps, audio, video, animation, and/or anobject embedded in a Web page such as an image, slide show, video,animation, and/or ad, and/or a physical object.

FIG. 5 depicts one exemplary embodiment of a timeline 500 of an episode535 of a multi-team game, in which the order should be read asnon-limiting. Further, it is contemplated an episode may comprises onlysome of the events or elements depicted in FIG. 5 and/or in a differentorder. As depicted in FIG. 5, an episode 535 begins when the firstcontent release is published 510 a and ends when the time period forsubmitting team responses ends. Of course, it is contemplated that thetiming of publishing the first content release is variable and thus, thebeginning of the episode is variable, and the timing of the end of teamresponse submissions is likewise variable and thus, the end of theepisode is also variable. As can be seen in FIG. 5, the timeline 500comprises first receiving data representing a team formation action 505indicating a desire to participate in a multi-team game. In oneembodiment, a team formation action comprises one or more playersforming a team to participate in the multi-team game. For example,signing up to join the multi-team game. As discussed herein, there areseveral strategies associated with team formation 505. For example, inone embodiment, where a player's individual score is determined by theteam's episode score divided by the number of players on that team, eachplayer must weigh whether he/she wants a larger number of team membersto more easily respond to a content release or a smaller number of teammembers to receive a higher apportioned individual score if the teamsubmits a correct team response.

In one embodiment, the multi-team game comprises a series of episodesending in a final episode, wherein each episode comprises at least onecontent release and associated team response. In one embodiment,multiple teams participate in the multi-team game. Further, each teamcomprises at least one player and has a team roster. In one embodiment,the team roster comprises the makeup of the players on each team foreach episode. In one embodiment, each player must register to form orjoin a team in order to participate in the multi-team game. In oneembodiment, each player can join only one team per episode. Severalknown methods for verifying player registration are contemplated so asto prevent players from fraudulently joining more than one team. Forexample, address verification, billing verification, email verification,texting a code to a phone, calling a phone number, and/or manuallyentering a non-machine-readable code.

Referring back to FIG. 5, in one embodiment, after the teams are formed,at least one content release 510 is published to at least one player ofeach of the teams and the episode 535 begins. As depicted in FIG. 5, inone embodiment, there may be several content releases 510 a, 510 b, and510 c which may or may not be nested or chained. In another embodiment,there may be only a single content release. In any case, the presentdisclosure contemplates numerous ways of sending out a content releasevia embedding the content in a webpage, a game Web site, RSS feed,email, SMS/MMS, instant messaging program, a broadcast such as throughtelevision, satellite, or radio, blogs, podcast, message boards, anyaudio or video mechanism, physical medium, tags or visible metadataassociated with a medium, search engine, any service associated with aparticular online entity such as for example Yahoo Inc! of Sunnyvale,Calif., and/or any method of delivery of content or information known orto be known.

In one embodiment, there is a predetermined time period 515 forreceiving a team response and then the episode 535 ends, meaning, theteams have to submit team responses within a certain predetermined timeperiod. The predetermined time period can span any length of time. Thus,the predetermined time period begins when the first content release ispublished and ends at a predetermined time for submitting teamresponses. For example, if the predetermined time period is two days,then each team has two days from the time the content is released tosubmit a team response. Thus, in one embodiment, after the predeterminedtime period ends, a team cannot submit a team response. Thepredetermined time period can be variable or static among episodes. Inanother embodiment, the predetermined time period can be triggeredand/or concluded based upon the occurrence of an event, such as thefirst correct team response, or based on the number of teams respondingor the number of team responses. In another embodiment, there is nopredetermined time period for receiving a team response, thus theepisode ends arbitrarily during game play without any a priori criteria.

In one embodiment, any player on a team can submit a team response atany time during the episode. In another embodiment, only a designatedplayer of each team can submit a team response. This embodimentencourages player behavior such as cooperating with team members todecide on a team response to submit. In a further embodiment, only teamresponses reached via a majority decision may be submitted as a teamresponse. In a further embodiment, each team has an unlimited number ofteam responses available to them. In another embodiment, a team islimited to a predetermined number of team responses during an episode.For example, if the episode lasted seven days, each team could only havefive allotted team responses per every day. This embodiment encouragesplayer behavior such as conserving the submissions of team responses.

Multiple methods and modes of submitting a team response arecontemplated such as via online, cellular telephone, telephone, physicalsubmission which is associated with a digital time stamp uponsubmission, embedding the submission in a webpage, a game Web site,email, SMS/MMS, instant messaging program, blogs, podcast, mail, messageboards, any audio or video mechanism, any service associated with aparticular online entity such as for example Yahoo Inc! of Sunnyvale,Calif., and/or any method of receiving submitted content known or to beknown.

In a further embodiment, during the episode, a player submitting a teamresponse does not know if the response is correct, i.e. matches thecorrect response associated with the content release the team isattempting to answer or solve. In other words, when a player submits ateam response to a content release, the player and his/her associatedteam receives no type of recognition or verification that the submittedresponse was correct or not. This embodiment adds a level of playerbehavior and complexity since the players cannot simply enter multipleteam responses until they know they have gotten the correct teamresponse, the players are left to strategize and work together to reallyrespond correctly to the content release. Also, this embodiment preventsa player on a team with a correct team response to publish the responseas a spoiler. It is however contemplated that the team will receive someform of notification or acknowledgement that the submitted team responsehas been received. Thus, in one embodiment, at some point during theepisode, each team submits at least one team response to a contentrelease. Of course it is contemplated that a team could fail todetermine a team response and not submit a team response during theepisode.

In one embodiment, the correct response to the released content is notpublished or made known to the players. In another embodiment, if thecorrect response is to be published or made known to the players of eachteam, the correct response is not published until the end of the timeperiod and/or episode. Again, this allows for complex player behavior todetermine the correct team response during the episode. Further, thisprevents the correct response being distributed to others before the endof the episode. In one embodiment, the correct response would then bepublished 520 at the end of the episode.

Continuing to refer to FIG. 5, in one embodiment, once the episode ends,each player is scored 525. In one embodiment, each player's score isbased in part on an episode team score and on an episode team roster.For example, in one embodiment, each player's score for each episodecould be determined by dividing the total team's episode score by thenumber of players on his or her team. Thus, the number of players on ateam roster affects each player's score which leads to player behaviorof deciding between having many players on a team versus getting alarger apportioned player score. In another embodiment, each player'sscore can be determined by weighting each player differently whenapportioning the player's team episode score. For example, by applying apredetermined handicapping,

In one embodiment, the episode team score is based on points based onwhether the submitted team response was correct and a temporal factor.

In one embodiment, a temporal factor may comprise a specific length oftime. In one embodiment, the temporal factor may comprise a specificlength of time within a predetermined time period. In one embodiment,the temporal factor may comprise a specific length of time within eachepisode. In one embodiment, the temporal factor may comprise when, withrespect to the other teams, each team submitted a team response, i.e.the order of submission. In further embodiments, the temporal factor maybe constant or variable among episodes. In another embodiment, thetemporal factor may be triggered and/or concluded based upon theoccurrence of an event.

In one embodiment, the episode team score is based on whether a team'sresponse was correct or incorrect. There are various methods of scoringteam responses based on whether they are correct or not and thendetermining an episode team score. In one embodiment, an episode teamscore is determined by aggregating the team's deducted points and/orawarded points for the team's submitted responses during each episode.FIG. 3 illustrates some exemplary methods of scoring submitted incorrectteam responses, which in one embodiment, discourage guessing behavior,and FIG. 4 illustrates some exemplary methods of scoring submittedcorrect team responses.

Referring to FIG. 3, in one embodiment, the scoring method may beconstant 305 a so that regardless of time, the amount of points deductedfor an incorrect clue submission is constant. In another embodiment, thescoring method may be linear 305 b, so that as time increases the amountof points deducted increases linearly. In another embodiment, 305 c astime increases, more points are deducted from a team episode score foran incorrect team response. Of course, multiple curves with differingshapes and slopes are contemplated. In a further embodiment, the graphline may take the shape of a step function 305 d so that the amount ofpoints deducted remains constant in value over a given interval of timebut changes abruptly in value from one time interval to the next.

In one embodiment, using any of the scoring methods discussed herein,points may be deducted for only the first incorrect team response. Inanother embodiment, points may be deducted for only incorrect teamresponses after a predetermined number of team responses. In anotherembodiment, points may be deducted for each and every incorrect teamresponse. In another embodiment, points may be deducted for each andevery incorrect response wherein the amount of points depend on at whattime the incorrect responses were each submitted. In another embodiment,the same or a constant amount of points are deducted from an episodeteam score for an incorrect team response, regardless of when theincorrect team response was submitted. Again, in this embodiment, pointsmay be deducted for only the first incorrect team responses, for eachincorrect team response, or for only the incorrect response submittedafter a predetermined number of responses. In a further embodiment, nopoints may be deducted from a team's episode score for an incorrect teamresponse.

Referring to FIG. 4, in one embodiment, the scoring method may beconstant 405 a so that regardless of time or order, the amount of pointsawarded for a correct clue submission is constant. In anotherembodiment, the scoring method may be linear 405 b, so that as time ororder increases the amount of points awarded decreases linearly. Inanother embodiment, 405 c as time or order increases, fewer points areawarded from a team episode score for a correct team response. Ofcourse, multiple curves with differing shapes and slopes arecontemplated. In a further embodiment, the graph line may take the shapeof a step function 405 d so that the amount of points awarded remainsconstant in value over a given interval of time but changes abruptly invalue from one time interval to the next. Again, in these embodiments,points may be awarded for only the first correct team responses, foreach correct team response, or for only the correct response submittedafter a predetermined number of responses.

Further, in one embodiment, the content releases may increase in thelevel of difficultly and become more complex. Accordingly, in oneembodiment, the points available may increase as the content releasesbecome more complex and as the episodes within a game progress. In oneaspect, this encourages new players to join the multi-team game at anyepisode, because he/she can still compete for points without sufferingan unfair disadvantage.

In one embodiment, once a correct team response is received, furthercorrect and/or incorrect team responses are not considered or counted inthe team's episode score. In another embodiment, all responses, whethercorrect or incorrect are considered and counted in the team's episodescore.

Thus, using any of the scoring methods discussed herein, an episode teamscore can be determined by aggregating the points for the correct andincorrect team responses for each episode. Of course, other methods,such as weighting points for correct and incorrect team responses todetermine an episode team score are contemplated.

Further, as stated above, once the episode team score is determined,each player is scored. In one embodiment, each player's score isindividual to that player through out the duration of the multi-teamgame. Meaning, regardless of what team a player belongs to in aparticular episode, the player has their own individual score for eachepisode. Further, in one embodiment, the player's individual episodescores are aggregated over all of the episodes. Thus, in one embodiment,although players are part of a team, the players are still competingagainst each other for the high individual player score.

Turning back to FIG. 5, in one embodiment, during a second time period,a subsequent team formation action 530 occurs. In one embodiment, thesubsequent team formation action 530 occurs after the end of the episode535. In one embodiment, during this subsequent team formation 530,players may affect changes to their respective team rosters. Forexample, a player may leave a team, join another team, form anotherteam, or leave the multi-team game entirely; a new player may join ateam, or form a new team, and any combinations thereof. However, in oneembodiment, the player carries his or her individual score regardless ofwhat team he or she is associated with. Allowing players to change theirteams encourages player behavior such as strategizing about which team aplayer should join in order to achieve the highest individual points. Inone embodiment, a player's individual score is calculated as the totalteam score divided by the number of players on the team.

In one embodiment, this second time period may begin sometime after thecorrect team response is revealed 520, and/or after the each player isscored 525, and/or after an episode ends 535. Although, in alternateembodiments, this second time period may occur at anytime, even duringthe episode itself. This second predetermined time period may be of anylength of time.

In one embodiment, as depicted in FIG. 5, a new episode 540 begins atsome time, which can be immediately after or some period of time afterthe second time period in which the subsequent team formation actionperiod 530 occurs. Thus, in one embodiment, the timeline 500 depicted inFIG. 5 may be repeated for episodes numbered 1 to n within a game.Further, in one embodiment, for the final episode (even if the game onlycomprises a single episode), each player receives a final score. In oneembodiment, this final score is determined by aggregating each player'sindividual scores over all of the episodes. Thus, the player with thehighest score at the end of the final episode wins the multi-team game.This allows each player during the multi-team game to play for theirhighest individual score although they are associated with one or moreteams.

In a further embodiment, all teams are disbanded at the beginning of thefinal episode, so that each player is playing against all other playersindividually. This enforces the embodiment and the player behavior thatalthough each player was associated with one or more teams throughoutthe episodes, at the final episode, the players are each competing forthe highest score to win the entire multi-team game.

In an alternate embodiment, the teams are not disbanded at the beginningof the final episode. Of course, it is anticipated that in the eventthat at the end of the final episode there is a tie among player scores,there will be a decision process for determining the winner such as arandom drawing or other selection process.

In the present disclosure an embodiment for a system for creating anaffinity between persons and an online entity is disclosed. In oneembodiment, the system uses a server or other computing platform toperform the steps of playing a multi-team discussed game as discussedherein. In one embodiment, the system comprises a server operated by anonline entity and associated with the online entity, wherein the servercomprises code operable upon execution to perform the steps of themulti-game as discussed herein. In one embodiment, the online entity canbe associated with any type of entity, whether a corporation, company,group, community, or individual interested in creating affinitiesbetween itself and its users. For example, an online entity can comprisean entity such as Yahoo! Inc of Sunnyvale, Calif.

In one embodiment, the server comprises code operable upon execution toperform the steps (as discussed herein) of receiving data representing ateam formation action and for each episode except the final episode,performing the steps of publishing out an episode content release toeach player of said multi-team game, receiving an episode team responseduring an episode, scoring, at the end of the episode, each player ofeach team, receiving, during a second time period, data representing asubsequent team formation action during which players may effect changesto team rosters so as to change a player's team association, and for thefinal episode, performing only the steps of sending content, receivingteam responses, and scoring players, wherein the scoring of players thatoccurs after said final episode yields a final player score comprisingall episode players' scores for the game wherein all of said above stepsinvolve at least in part some interaction between said players playingthe multi-team game and the online entity's server, so as to engender anaffinity between said players and the online entity and/or servicesassociated with the online entity. In one embodiment, content releasesmay comprise various Web sites programmed, hosted and or owned by theonline entity. In another embodiment, such services may comprise email,instant messaging, games, RSS, and any other online service.

In one embodiment, the purpose is to encourage some interaction betweenplayers playing the multi-team game and an online entity's server, so asto engender an affinity between the players and the entity. For example,an entity having multiple services can encourage use of its services byhaving those services used within the multi-team game. In one example,content releases can be embedded within the pages of an entity's variousWeb sites. In another example, an entity having an instant messagingservice and email service can send out the multi-team game's contentreleases to players via email or instant messenger. Thus, the playersparticipating in the multi-team game are familiarized with the entity'sservices.

In one embodiment, the method of playing the multi-team game ispracticed in part online and thus at least a portion is facilitated by asupporting system. Of course, in an alternate embodiment, it iscontemplated that the methods and functionality discussed herein areperformed in part or in whole manually and/or in the real world.

FIG. 1 depicts an exemplary overall system 100 of one embodiment forplaying a multi-team game where at least a portion of the game isonline. As can be seen in FIG. 1, the system 100 comprises of at leastone user at a local processor 130, 135, connected via the Internet 140to a game Web site server 155 which communicates through a gameapplication server 160 to a set of database, including a game database105, a player database 110, a team database 115, and a leader boarddatabase 120 running on database server 125. In turn, the databaseserver 125 is in communication with an operator application server 150and an operator interface Web server 145, connected via the Internet 140to an operator local processor 165. In one embodiment, the users areconnected via a browser running on the local processor 130, 135. In oneembodiment, the game Web site running on the game Web site server 155functions as a central site accessed by the players. For example, in oneembodiment, the game Web site facilitates player registration, teamformation, leader board listing, content release publishing, and/orresponse submission entry.

In one embodiment, the game application server 160 facilitatescommunication between the game Web site server (and in turn the users)and the database server 125. In one embodiment, the operator applicationserver 150 facilitates communication between the game operator's localprocessor 165, the Internet 140, operator interface server 145 and thedatabase server 125 and in turn the game Web site server 155. In anotherembodiment, the game operator's local processor 165 can communicate withthe operator interface server 145 and operator application server 150via a local area network (not depicted). For example, a game operator,using the operator interface can publish an episode content releaseusing the operator interface running on the operator interface server145, causing the operator application server 150 to update the databases105, 110, 115, 120 and, in turn, the game application server 160,thereby updating the game Web site running on the game Web site server155. Then, users via their respective local processor 130, 135 over theInternet 140 can access the released content.

In one embodiment, the databases 105, 110, 115, 120 maintain dataassociated with the multi-team game. Of course other databases necessaryfor maintaining the data not depicted in FIG. 1 are contemplated.Further, different distributions of data among databases arecontemplated. In one embodiment, the game database 105 maintains thenumber of games and for each game, the number of episodes. For eachepisode, the game database 105 maintains the number of content releases,the content release text, the number of team response submissions, anassociated id for each response submission, the number of players, anassociated player id for each player, the number of teams, and theassociated team id for each team.

In one embodiment, the player database 110 maintains the number ofplayers, and for each player, an associated player id. For each playerid, the player database 110 maintains a player name, player informationsuch as their email address, physical address, contact information, andgame information for each game. In one embodiment, the game informationcomprises for each episode, a team id that lists what team a playerbelonged to for each particular episode and corresponding game, a playerscore for each episode, a player score that is cumulative over all theepisodes for the particular game, and a player score that is cumulativeover all the games.

In one embodiment, the team database 115 maintains the number of teamsand a team id. For each team id, the team database 115 maintains a teamname, team information stored as descriptive text, and game information.In one embodiment, the game information comprises for each episode, thenumber of players on a team roster for each episode wherein a zeroindicates that the team is not active for that particular episode and/orgame, a player id that lists the players for each particular team foreach episode, a team score for each episode, and the number of responsesubmissions from each team for each episode, the response submission andits associated response submission timestamp, and an indicatorsignifying whether the particular response submission was correct ornot.

In one embodiment, the leader board database 120 maintains a team leaderboard that may or may not be public for every episode, a player leaderboard for every episode, a player leader board for each game and aplayer leader board cumulative over all games.

Those skilled in the art will recognize that the method and system ofthe present disclosure within the application may be implemented in manymanners and as such is not to be limited by the foregoing exemplaryembodiments and examples. In other words, functional elements beingperformed by a single or multiple components, in various combinations ofhardware and software, and individual functions can be distributed amongsoftware applications at either the client or server level. In thisregard, any number of the features of the different embodimentsdescribed herein may be combined into one single embodiment andalternate embodiments having fewer than or more than all of the featuresherein described are possible. Functionality may also be, in whole or inpart, distributed among multiple components, in manners now known or tobecome known. Thus, myriad software/hardware/firmware combinations arepossible in achieving the functions, features, interfaces andpreferences described herein. Moreover, the scope of the presentdisclosure covers conventionally known and features of those variationsand modifications through the system component described herein as wouldbe understood by those skilled in the art.

1. A method of playing a multi-team game comprising: receiving datarepresenting a team formation action indicating a desire for a player tojoin a team in a multi-team game, each team comprising at least oneplayer and having a team roster, said multi-team game comprising one ormore episodes ending in a final episode, each episode comprising one ormore episode content releases and associated team responses; for eachepisode except the final episode, performing the steps of: publishing anepisode content release to each player of said multi-team game, saidepisode content release being associated with a correct episoderesponse, said correct episode response being associated with an episodetime period for receiving said correct episode response, wherein if saidcorrect episode response is to be published, said correct episoderesponse is not published prior to the end of said episode time period,receiving an episode team response during said episode time period;scoring, at the end of said episode time period, each player of eachteam, said episode player score being based in part upon an episode teamscore and said episode team roster, said episode team score based inpart upon whether said episode team response is correct or incorrect,and a temporal factor; and receiving, during a second time period, datarepresenting a subsequent team formation action during which players mayeffect changes to team rosters so as to change a player's teamassociation, but wherein each player's score remains individual to thatplayer throughout the duration of said game regardless of any change inteam association during the game; and for the final episode, or if thegame comprises only a single episode, performing only the steps of,publishing content, receiving team responses, and scoring players,wherein the scoring of players that occurs after said final episodeyields a final player score comprising all episode players scores forsaid game.
 2. The method of claim 1 wherein during said episode timeperiod, a player submitting a submitted episode team response does notknow if said submitted episode team response matches said correctepisode response.
 3. The method of claim 1 wherein said episode contentrelease comprises a clue.
 4. The method of claim 1 wherein said episodecontent release comprises a puzzle.
 5. The method of claim 1 whereinsaid episode team response comprises an answer.
 6. The method of claim 1wherein said episode team response comprises a solution.
 7. The methodof claim 1 wherein said episode content release is related to anotherepisode content release of said game, wherein said other episode contentrelease cannot be answered without knowing said episode correct teamresponse.
 8. The method of claim 1 wherein the step of publishing saidepisode content release comprises displaying said first clue in a webpage.
 9. The method of claim 1 wherein the step of publishing saidepisode content release comprises emailing said first clue.
 10. Themethod of claim 1 wherein the step of publishing said episode contentrelease comprises sending out said first clue via an instant messengerprogram.
 11. The method of claim 1 wherein the step of publishing saidepisode content release comprises sending out said first clue via reallysimple syndication.
 12. The method of claim 1 wherein the step ofpublishing said episode content release comprises displaying said firstclue via a broadcast medium.
 13. The method of claim 1 wherein the stepof publishing said episode content release comprises sending out saidfirst clue via text messaging.
 14. The method of claim 1 wherein thestep of publishing said episode content release comprises sending outsaid first clue via a telephonic message.
 15. The method of claim 1wherein the step of publishing said episode content release comprisessending out said first clue via a physical medium.
 16. The method ofclaim 1 wherein said episode time period begins when said episodecontent is released.
 17. The method of claim 1 wherein the end of saidepisode time period is the last time when a team response can besubmitted.
 18. The method of claim 1 wherein either one or both of saidepisode time period and said second time period are constant among eachof said episodes.
 19. The method of claim 1 wherein either one or bothof said episode time period and said second time period are variableamong each of said episodes.
 20. The method of claim 1 wherein eitherone or both of said episode time period and said second time period arebased upon an occurrence of an event.
 21. The method of claim 20 whereinsaid temporal factor comprises a time period, and as time passes withinsaid time period, a number of points awarded for a correct team responsedecreases.
 22. The method of claim 1 wherein said episode team score iscalculated by assigning a higher number of points to a submitted correctepisode team response if said submitted correct episode team responseoccurs early in a series of submitted episode team responses, and alower number of points if said submitted correct episode team responseoccurs later in a series of submitted episode team responses, so as toaward the highest number of points to the first correct submittedepisode team response in the series.
 23. The method of claim 1 whereinsaid episode team score is calculated by deducting a number of pointsfrom said episode team score for a submitted incorrect episode teamresponse.
 24. The method of claim 1 wherein said episode team score iscalculated by assigning a first number of points to said episode teamscore for a submitted correct episode team response and deducting asecond number of points from said episode team score for a submittedincorrect episode team response.
 25. The method of claim 1 wherein saidepisode team score is calculated by assigning a first number of pointsto said episode team score for a submitted correct episode team responseand not deducting points from said episode team score for a submittedincorrect episode team response.
 26. The method of claim 1 wherein saidepisode team roster comprises a number of players associated with eachteam.
 27. The method of claim 1 wherein said temporal factor compriseswhen, during said episode time period, said episode team response wassubmitted.
 28. The method of claim 1 wherein said temporal factorcomprises a determination of where within an order of episode teamresponses, during said episode time period, a specific team's episodeteam response falls.
 29. The method of claim 1 wherein said player scorebeing based in part on said team roster comprises dividing said episodeteam score by a number of players on said team's roster.
 30. The methodof claim 1 wherein said subsequent team formation action comprises aplayer joining another team.
 31. The method of claim 1 wherein saidsubsequent team formation action comprises a player forming a new team.32. The method of claim 1 wherein said subsequent team formation actioncomprises a player leaving the game.
 33. The method of claim 1 whereinsaid episode time period overlaps a beginning of said team formationtime period.
 34. The method of claim 1 wherein said episode time periodencompasses said team formation time period.
 35. The method of claim 1wherein said team formation time period begins after said episode timeperiod ends.
 36. The method of claim 1 wherein only one designatedplayer on each team can submit an episode team response on behalf ofeach team.
 37. The method of claim 1 wherein any player on each team cansubmit can an episode team response on behalf of each team.
 38. Themethod of claim 1 further comprising disbanding all teams at thebeginning of said final episode so that each player is competingindividually for the highest individual player score aggregated among ofall said episodes.
 39. The method of claim 1 wherein a player with thehighest aggregated individual player score at the end of said finalepisode is a winner of said multi-team game.
 40. The method of claim 1wherein players with the highest aggregated individual player score atthe end of said final episode enter a selection process for determiningthe winner.
 41. A system for playing a multi-team game comprising: aserver operated by an online entity and associated with said onlineentity, said server comprising code operable upon execution to: receivedata representing a team formation action indicating a desire for aplayer to join a team in a multi-team game, each team comprising atleast one player and having a team roster, said multi-team gamecomprising one or more episodes ending in a final episode, each episodecomprising one or more episode content releases and associated teamresponses; for each episode except the final episode, performing thesteps of: publishing an episode content release to each player of saidmulti-team game, said episode content release being associated with acorrect episode response, said correct episode response being associatedwith an episode time period for receiving said correct episode response,wherein if said correct episode response is to be published, saidcorrect episode response is not published prior to the end of saidepisode time period, receiving an episode team response during saidepisode time period; scoring, at the end of said episode time period,each player of each team, said episode player score being based in partupon an episode team score and said episode team roster, said episodeteam score based in part upon whether said episode team response iscorrect or incorrect, and a temporal factor; and receiving, during asecond time period, data representing a subsequent team formation actionduring which players may effect changes to team rosters so as to changea player's team association, but wherein each player's score remainsindividual to that player throughout the duration of said gameregardless of any change in team association during the game; and forthe final episode, or if the game comprises only a single episode,performing only the steps of, publishing content, receiving teamresponses, and scoring players, wherein the scoring of players thatoccurs after said final episode yields a final player score comprisingall episode players scores for said game.